So MonoGame is a great technology that allows us write common C# code and deploy our games to Windows-Desktop,  Windows-Metro, Windows-Phone, MacOS, Linux, IOS, Android, Ouya and even more. Being able to write portable code is great for us indie developers, though still your code may need some platform specific parts.

With our latest game Frenzied (which can run on Windows, Windows-Metro, Windows Phone 7, Windows Phone 8, Android, MacOS and Linux atm), we introduced our in-house platform-managment concept which we decided to blog about, so that others can also utilize.

Here’s how we are managing multiple-platforms for Frenzied;

First of all we created per-platform solution files;

Solution Files

Each project defines it’s own conditional compilation symbols so we can distinguish them;

Conditional Symbols

Then we defined some enums, the first one is Platforms;

GraphicsAPI enum;

Frameworks enums;

Then we implemented our static PlatformManager class, that will be responsible for identifying current platform and running appropriate code.

To get PlatformManager working we have to make two basic calls, the PlatformManager.Startup() and PlatformManager.Initialize(). Startup() call should be made from Program.cs for platforms that have a Main() entrance point where you run the game.

And in Game.cs (or what-ever you call the Game class) within Initialize() function you have to call PlatformManager.Initialize().

So PlatformManager will be doing all the hard-work for us. Note that how we handle it specific PlatformHandler and PlatformHelpers instances for each platform.

PlatformHandler is the base class that we can extend to implement our platform specific initialization code and so;

Note the PlatformConfig field that allows us to use platform-specific configuration. So you can for example enable mouse for a platform and disable it for mobiles.

PlatformHelper is the base class that we can extend to implement common functionality that needs platform specific code. The best example that comes our mind probably is launching default web-browser.

Let’s start implementing our handlers and helpers for each platforms;



 Windows Phone 7

 Windows Phone 8





That’s all! Now we can;

  • Manage our target platforms all together and have seperate platform specific code.
  • Have platform specific configuration (ie, hiding the mouse for specific platforms).
  • Have platform specific code to run behind scenes to implement common functionality (like opening a given URI in default web-browser).

I hope you enjoyed the article, if so please spread/tweet the word 🙂 If you have any questions please don’t hesitate to send a comment!

Note: I did not implement PlatformHelpers for IOS, Android, MacOS, Linux yet but should be pretty easy to do so!